Search found 16 matches

by KingIonTrueLove
Fri Apr 17, 2020 5:09 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 5550

Re: Friday Facts #343 - Environmental particle effects

SirSmuggler wrote:
Fri Apr 17, 2020 5:04 pm
Omarflyjoemacky wrote:
Fri Apr 17, 2020 4:51 pm
Serenity wrote:
Fri Apr 17, 2020 3:24 pm
There shouldn't be decoratives on paths/concrete in the first place. Placing down tiles should automatically pave over them. It's one reason why I turn them off altogether
Second.
Third.
Fourth.
by KingIonTrueLove
Sat Nov 09, 2019 8:04 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 22263

Re: Friday Facts #320 - Color correction

The only thing I like is the new trees. But the rest of things I'm not a huge fan of tbh. I have a 'professional' monitor, and i switch it between a blue light filter and normal mode, but I usually have it in low blue light mode. I'm gonna give my thoughts viewing the images from both modes. Along w...
by KingIonTrueLove
Fri Feb 01, 2019 5:43 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 32258

Re: Friday Facts #280 - Visual Feedback is the king

Another amazing FFF! Once this game is released it needs to get an award for 'best ui of all time'
by KingIonTrueLove
Fri Jan 11, 2019 11:51 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 16127

Re: Friday Facts #277 - GUI progress update

I just have to say, I am loving the way the UI is looking, and everything that has been mentioned in the FFF's. I wake up every Friday pretty excited to see what is new. Please take your time getting the UI finished. For me, a good UI can make a game go from amazing to godlike. :D Though on the othe...
by KingIonTrueLove
Sat Oct 20, 2018 1:29 am
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 116
Views: 18000

Re: Friday Facts #265 - Nomenclature & Steam networking

I've never used any capsule in this game, even though I probably have over 1k hours in it, but I feel like if the poison capsule was called 'Poison Grenade' I would have probably ended up using some by now. Why? I'm not sure... maybe there just never was that much interest in lobbing 'capsules' arou...
by KingIonTrueLove
Sat Aug 04, 2018 6:52 am
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 31895

Re: Friday Facts #254 - No research queue for you

Wow, I don't think I've ever seen the opinion of the community on here being so... United on a topic. Also, another issue that seems to have been revealed in this thread is that a lot of research choices don't really give anything : "oh BOY I got engines now!... wait... I cant do anything with them....
by KingIonTrueLove
Sat Jul 07, 2018 12:47 am
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 22169

Re: Friday Facts #250 - Dead end conclusion

Proposal Zero is not bad at all, though also I do like the idea of having 10 hotbars still from proposal 4, even if it didn't have anything to do with blueprints anymore. :) Though having blueprints done in a file-explorer-tree-like thing that has been mentioned here sounds interesting as well. (Mig...
by KingIonTrueLove
Fri Jul 06, 2018 11:03 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 26226

Re: Friday Facts #249 - Dead end exploration

I think proposal 1, or none of them, would be preferable to me. Just fixing the darn blueprint library to be more user-friendly (let us modify blueprints that already exist in there please!) would be a godsend. I play modded sometimes, and sometimes entirely different sets of mods, so having only 10...
by KingIonTrueLove
Sun Jun 18, 2017 4:45 am
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 27766

Re: Friday Facts #195 - Poles re-design

I change my mind on the new small poles. I actually like them, its just that yellow color of the wood is bad. the base actually looks pretty good. My opinions on the rest of the poles remain the same though.
by KingIonTrueLove
Sun Jun 18, 2017 4:29 am
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 27766

Re: Friday Facts #195 - Poles re-design

I don't usually like to complain about somebody's artwork, but I have to put in my two cents as well: I *hate* the new pole designs. :( I am glad I wasn't the only who who does not like the designs of these new poles. they do not look like 'Factorio' at all. 1: They are way too clean: for instance, ...
by KingIonTrueLove
Thu Jun 08, 2017 12:00 pm
Forum: Releases
Topic: Version 0.15.19
Replies: 19
Views: 16473

Re: Version 0.15.19

Is there a chance we could get an option to have the game start in maximized windowed mode?
Better yet, have it remember the location and size of its window when it closes and launch as that? :P
by KingIonTrueLove
Mon Jun 05, 2017 3:37 am
Forum: Pending
Topic: [0.15.18] Able to affect one belt lane by affecting other
Replies: 7
Views: 860

Re: [0.15.18] Able to affect one belt lane by affecting other

New save: https://www.dropbox.com/s/elhmpyass0qtn1j/Bug4.zip?dl=0 I replicated it with the creative mod taken off so its completely vanilla now. https://cdn.discordapp.com/attachments/139677590393716737/321127002654375937/unknown.png Again I have ran it for a long time without removing the belt circ...
by KingIonTrueLove
Sun Jun 04, 2017 10:53 am
Forum: Pending
Topic: [0.15.18] Able to affect one belt lane by affecting other
Replies: 7
Views: 860

Re: [0.15.18] Able to affect one belt lane by affecting other

I will try to do so in vanilla when I get the chance. It may be that the smelteries didn't properly 'spool up' when replacing the missing bits, and it would take too long to ask you to do so. The setup only *barely* makes more than a half-belt of plates on the bottom lane in the first place. I have ...
by KingIonTrueLove
Sun Jun 04, 2017 5:45 am
Forum: Pending
Topic: [0.15.18] Able to affect one belt lane by affecting other
Replies: 7
Views: 860

Re: [0.15.18] Able to affect one belt lane by affecting other

TruePikachu wrote:In order to help isolate the mod from being the cause, what happens if you split the lanes and put them each into their own voids?
Image

Problem still persists when the belt is removed as before.
by KingIonTrueLove
Sun Jun 04, 2017 4:06 am
Forum: Pending
Topic: [0.15.18] Able to affect one belt lane by affecting other
Replies: 7
Views: 860

Re: [0.15.18] Able to affect one belt lane by affecting other

After removing the marked belt segment, the top lane on the output belt will have gaps it didn't before, because the items in the other lane are now out of position to sideload into them. So that means there will be lower throughput on the no-longer-compressed top lane, so with just enough load on ...
by KingIonTrueLove
Sun Jun 04, 2017 1:57 am
Forum: Pending
Topic: [0.15.18] Able to affect one belt lane by affecting other
Replies: 7
Views: 860

[0.15.18] Able to affect one belt lane by affecting other

Screenshots: https://imgur.com/a/4Uh9W Save File: https://www.dropbox.com/s/9hwxz92ymib03ev/Bug1.zip?dl=0 Blueprint: https://gist.github.com/KingIonTrueLove/296b4b9d9c65fece1146ac463eddf78e Issue: I accidentally stumbled upon a way to change the way one belt's lane was acting, by changing the input ...

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